Race overview and why choices matter
This verified reference covers all official playable races in Dungeons & Dragons 5th Edition, explaining core traits, subrace options, and how each choice shapes character fantasy and mechanical identity. It is organized for players and DMs who want fact-first details for creating enduring, rules‑consistent characters. The information below reflects the most current print sources and errata available from the game’s official materials.
Standard playable races and core traits
The Player’s Handbook (PHB) defines core races with distinct biological, cultural, and magical backgrounds. Each race grants Ability Score increases, size and speed, languages, and special traits that define how you interact with the world. Below are the standard races featured in the base game and their primary features.
| Race | Size | Speed | Ability Score Increase | Key Features | |||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dwarf | Medium | 25 ft. | Constitution +2 | Darkvision, resistance to poison damage, advantage on saving throws against poison, proficiency with artisan’s tools | |||||||||||||||||||||||||||||||||||||||||||||||
| Elf | Medium | 30 ft. | Dexterity +2 | Darkvision, immunity to magical sleep, advantage on saving throws against being charmed, keen senses (perception proficiency) | |||||||||||||||||||||||||||||||||||||||||||||||
| Halfling | Small | 25 ft. | Dexterity +2 | Lucky, brave, halfling nimbleness (difficulty reaching you by opportunity attacks) | |||||||||||||||||||||||||||||||||||||||||||||||
| Human | Medium | 30 ft. | Ability score increase by +1 to each | Extra language, and skill versatility via variant humans | |||||||||||||||||||||||||||||||||||||||||||||||
| Dragonborn | Medium | 30 ft. | Strength +2, Charisma +1 | Breath weapon (element type tied to ancestry), resistance to corresponding damage type | |||||||||||||||||||||||||||||||||||||||||||||||
| Gnome | Small | 25 ft. | Intelligence +2 | Darkvision, advantage on saving throws against magic, minor illusion resistance, gnome cunning | |||||||||||||||||||||||||||||||||||||||||||||||
| Half-Elf | Medium | 30 ft. | Charisma +2, and one other score +1 | Darkvision, advantage on saving throws against being charmed, extra languages, and feats via multiclass flexibility | |||||||||||||||||||||||||||||||||||||||||||||||
| Half-Orc | Medium | 30 ft. | Strength +2, Constitution +1 | Darkvision, proficiency with Intimidate, advantage on saves against fear, powerful critical trait | |||||||||||||||||||||||||||||||||||||||||||||||
| Tiefling | Medium | 30 ft.
Subraces and variantsMany standard races include subrace choices that tailor your character further. Examples include Mountain and Hill Dwarf; High, Wood, and Wild Elf; Lightfoot, Halfling, and Stout Halfling; and Variant Humans with ASIs. These options preserve balance while expanding thematic expression. Specific traits such as languages and proficiencies vary by subrace and should be verified against the latest official errata. Optional and campaign-specific racesBeyond the core set, certain campaigns and sourcebooks introduce additional playable races. These are not part of the base game but appear in materials such as Mordenkainen’s Tome of Foes and Mythic Odysseys of Theros. Examples include Aasimar, Firbolg, Githyanki, Githzerai, Kalashtar, Shadar-kai, Warforged, and Yuan‑Ti. Availability depends on DM permission and campaign scope. Rules summary and reference tableThe table below summarizes key attributes for select core races to support quick comparison. Numeric traits and proficiencies reflect baseline appearances in the PHB and do not account from optional rules or homebrew modifications.
How race interacts with class and buildRace choice affects Ability Score priorities, saving throw proficiencies, and skill coverage. Fighters may value durability from extra hit points or resistances, while Rogues benefit from skill proficiencies and versatility. Clerics and Wizards often prioritize mental stats, and certain races reinforce those needs. Consider synergy between racial traits and your intended role in the party to maximize effectiveness. Guidelines for DMs and playersWhen selecting races for a campaign, confirm table policy with your DM, especially for optional races and variant rules. Align race selection with campaign setting flavor and power assumptions. Use official sources for exact wording of traits to maintain consistency and avoid rule ambiguity over time. Frequently asked questions
Yes, with DM permission. Official options include those in the PHB and campaign supplements. Some settings may restrict or reskin races for narrative reasons.
No, subraces are variants of the same race for flavor and mechanical tweaks. Your race identity remains the base type.
Standard rules allow only one set of racial ASIs from your race and subrace; variant humans receive only the human ASI. Follow official guidance when combining features. Next stepsReview the Player’s Handbook, relevant campaign supplements, and current errata to confirm traits and options. Discuss choices with your table to ensure your race supports the campaign’s tone and power level. |